









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 12 / 54% |
| Size | big |
| Lifes / Deaths | Killed by skeleton mage at level 12 on the 11st Dusk 122nd year of Ascendancy at 03:01 2 / 3Killed by bandit at level 12 on the 11st Dusk 122nd year of Ascendancy at 07:29 Killed by Martz at level 12 on the 11st Dusk 122nd year of Ascendancy at 07:34 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 14 (base 10) |
| Constitution | 31 (base 25) |
| Magic | 43 (base 37) |
| Willpower | 15 (base 10) |
| Cunning | 14 (base 13) |
Resources
| Life | 301/301 |
| Insanity | 98/100 |
| Healing Factor | 1.2767164179104 |
| Regeneration | 4.149328358209 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 13 |
| Crit Chance | 6% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Darkness | +10% |
| Mind | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15.531851257735 (30%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 7 |
| Physical Save | 28 |
| Spell Save | 23 |
| Mental Save | 11 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 14%( 70%) |
| Cold | + 21%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 9%( 70%) |
| Fire | + 30%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Silence Resistance | 10% |
| Stun Resistance | 10% |
| Disarm Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 4 turns. |
Class Talents
| Demented / Oblivion | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
| talent | Grand Oration |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | Adeth (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Str +3 Dex +1 Cun +1 Con +5 Lck ----- def ----- Armour +1 Resists +5% arcane +6% blight Stealth +5 A pair of boots made of leather. This object's appearance was changed to pair of drakeskin leather boots. |
| On hands | Huyalach the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +1 Resists +6% nature HP.reg +3.00 Poison- +20% Silence- +10% Stun/Frz- +10% ---------- misc Stam/turn +0.50 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Stone Gauntlets of Harkor'Zun. |
| On head | rough leather cap 'Scumtrail' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +1.0% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +3% nature +6% cold Phys.save +12 (+6 eff.) A cap made of leather. This object's appearance was changed to ???. |
| Tool | woodsman's iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +20% Pinning- +23% Knockbk- +22% Rings can have magical properties. |
| Around waist | insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% cold +5% fire Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| Main armor | prismatic rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +16% fire +10% light +10% darkness A suit of armour made of leather. This object's appearance was changed to Plumpkin Daper: Robe 1. |
| In main hand | elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to Plumpkin Daper: Severed Head Weapon 1. |
| Cloak | linen cloak 'Mayawe' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +1 Wil dps ---------- Acc +3 (+3 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +6% cold Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Plumpkin Daper: Cloak 1. |
| Light source | survivor's brass lantern of focus2.0 T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
regeneration infusion of the titan (heal 165; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 165 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
blink rune of the duelist (range 3; phase 12; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the duelist (range 2; phase 13; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 2 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Baredolar the stralite battleaxe (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Random Unique] Master/Psionic Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +14 darkness Against +19% Living On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Resists +6% nature Massive two-handed battleaxes. |
iron greatmaul (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Normal] Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% Massive two-handed mauls. |
arcing steel greatsword of erosion (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Nature Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Massive two-handed swords. |
plaguebringer's steel greatsword (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Arcane Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 0 While equipped: ----- def ----- Disease- +14% Massive two-handed swords. |
balanced iron longsword of massacre (18-25.2 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+5 eff.) ----- def ----- Defense +5 (+5 eff.) Disarm- +20% Sharp, long, and deadly. |
Duvumnir the iron mace (12-16.8 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Psionic Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 mind On Hit: * 11% chance to reduce all saves and defense by 0 While equipped: Stats +2 Dex +7 Wil +2 Cun +1 Con ----- def ----- Resists +6% acid ---------- misc Telepathy Humanoid/Orc Blunt and deadly. |
creative vined mindstar of clarity (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+4 eff.) ----- def ----- Mind.save +3 (+3 eff.) ---------- misc Max.psi +12.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty cured leather sling of dampening4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 100% Range +7 While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Resists +9% acid +7% cold +9% fire +7% lightning +2% all Spell.save +7 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of piercing4.0 T1 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.1% dam / acc Atk.spd 100% Range +6 While equipped: dps ---------- Res.pen +6% all Acc +6 (+6 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
Aerumira (15-18 power, 3 apr, cold element)5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+7 eff.) S.pwr/crit +4 Dmg.mod +15% cold ----- def ----- Resists +6% mind Spell.save +6 (+3 eff.) Teleport- +10% ---------- misc Mana/turn +0.20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
Satyrreeve the elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning +9% fire +3% blight Res.pen +10% blight On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Resists +6% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, temporal element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ebonyspawner the iron waraxe (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 darkness +12 fire On Crit.r2 +4 darkness +12 lightning On Crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+3 eff.) Dmg.mod +3% darkness +6% fire Res.pen +5% lightning One-handed war axes. |
Xerylaith the iron waraxe (14.5-20.3 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 nature While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Acc +3 (+3 eff.) ----- def ----- Armour +8 ---------- misc Max.stam +30.00 One-handed war axes. |
iron waraxe (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
steel waraxe of crippling (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% One-handed war axes. |
blurring rough leather belt of transcendence1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) ----- def ----- Defense +8 (+8 eff.) Phys.save +6 (+3 eff.) Stealth +6 A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Wil +1 Mag ----- def ----- Defense +7 (+7 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of iron boots of speed (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% cold +5% fire A pair of boots made of leather. |
miner's pair of iron boots of speed (0 def, 5 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Rimefurnace' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Res.pen +15% cold +25% fire On Hit (Melee): * 10% chance to reduce armor by 0% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
pair of rough leather boots 'Torasus' (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +7 Resists +7% cold +6% fire Phys.save +3 (+1 eff.) ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chamadesta the Kindleshaper (3 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +15% light Acc +18 (+12 eff.) Apr +1 ----- def ----- Armour +1 Defense +3 (+3 eff.) Phys.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Disarm- +24% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Branohir' (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 0% ----- def ----- Armour +1 Resists +3% acid +18% cold +5% arcane Spell.save +3 (+2 eff.) HP.reg +3.00 Cut- +10% ---------- misc Stam/turn +0.60 Max.stam +11.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Fatigue +1% Resists +5% temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Haloderim the Flashtrial (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% arcane Res.pen +5% nature +5% arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal +9% light ---------- misc Light +1 A cap made of leather. |
Murkreeve (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% nature Res.pen +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +12% light +9% acid A cap made of leather. |
linen wizard hat 'Smearpulverizer' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +10% cold Res.pen +10% light Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Defense +1 (+1 eff.) Resists +15% cold A pointy cloth hat, very wizardly... |
mindcaging iron helm (0 def, 3 armour)3.0 T1 head armor [Ego+] Psionic While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +10% mind Mind.save +11 (+10 eff.) Confus- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
fortifying steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Max.HP +41.00 A suit of armour made of mail. |
prismatic rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +16% lightning +11% light +10% darkness A suit of armour made of leather. |
iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Str 22 [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
flaming steel shield of resilience (0 def, 4 armour, 44.5 block)7.0 T2 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Melee Ret 1 fire ----- def ----- Armour +4 Fatigue +8% Max.HP +49.00 ---------- misc Talents +1 Block Handheld deflection devices. |
arcing quiver of elm arrows (19/19, 13-18.2 power, 5 apr)3.0 T1 arrow ammo [Ego] Arcane Power 13.0 - 18.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 19 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Arrows are used with bows to pierce your foes to death. |
2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
142 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of steel shots of amnesia (20/20, 22.5-27 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego+] Psionic Power 22.5 - 27.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Martz the Cornac Cultist of Entropy level 10
3rd Dusk 122nd year of Ascendancy at 11:45 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Martz the Cornac Cultist of Entropy level 10
3rd Dusk 122nd year of Ascendancy at 11:43 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Martz the Cornac Cultist of Entropy level 9
6th Flare 122nd year of Ascendancy at 22:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Martz the Cornac Cultist of Entropy level 5
77th Pyre 122nd year of Ascendancy at 18:22 see stats
Log
Martz is cured!
Martz lessens the pain.
Martz uses Infusion: Regeneration.
Martz starts regenerating health quickly.
Bandit deactivates Stealth.
Bandit performs a melee critical strike against Martz!
Bandit misses Martz.
Bandit hits Martz for 34 physical damage.
Martz the level 12 cornac cultist of entropy was shattered to death by a bandit on level 2 of Ruins of Kor'Pul.
You have 2 life(s) left.
Martz deactivates Grand Oration.
Martz deactivates Jinxed Touch.
Martz deactivates Revelation.
Martz's is no longer wasting away.
Martz stops regenerating health quickly.
Martz feels pain again.
Martz deactivates Twofold Curse.
Martz is no longer out of phase.
Martz deactivates Chaos Orbs.
Martz deactivates Twofold Curse.
Martz deactivates Revelation.
Martz deactivates Grand Oration.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Bandit killed Martz!
Ran for 2 turns (stop reason: interesting character).
Saving done.
Saving game...



























































































